Home Schooling Geography Resources

Somewhere in the Rockies - 2 to 4 Players (basic game) or 2 to 8 Players (advanced), Ages 9 to Adult Somewhere in the RockiesClick for a larger image We are Partners in the TK&RL Transport Business, with our own lines of Trains & Trucks for collecting & delivering various Goods to Mr. Big’s Coastal Warehouses. Mr. Big pays us well for everything we bring in plus Bonuses for filling each Warehouse. The Risks are great, what with the Roads and Rails getting wiped out by Snow Storms and Rock Slides, not to mention Government Cutbacks leaving the Infrastructure in dangerous shape. Only Partners with nerves of steel and alert brains need apply for the job. If you have what it takes, join us in a Railway & Trucking adventure! Includes rules for 2 games, a basic game for ages 9 to 12 years, and 12 years to adult. Includes: 17 x 17" board, 4 movers & color matched transport collector cards, 4 trucks, 4 trains, 6 events & their 50 markers, 3 stops, 4 fixups, die, 30 goods consisting of grain, lumber, ore, coal, cattle, fruit, paper, mail, 1 dispatcher chart, 2 sets of rules. © 2005Why Co-operative games for Home Schooling?

Co-operative games produce less aggressive behaviors during and after play and, that as a result, they require less direct supervision by the teachers, it’s a win/win. Read more below…

I am asked what do I mean by my geographical games. I am referring to Somewhere in China - 2 to 5 players, Ages 12 to Adult Click for a larger image Village and Town Markets need Fish of various kinds. We are a Fishing Co-operative, each responsible for our own Boat, but working together to fill the Market Orders. We wish it were as easy as it sounds.The good Fishing Grounds are always elusive and sometimes dangerously far out to Sea. Getting the right Gear, sufficient Bait, and a good supply of Fuel can be difficult. Boat Leaks, nasty Sharks and very Stormy Weather don’t help either. We have to rely on each other, keep in contact a lot and try to coordinate our efforts for everyone’s benefit. This co-operative spirit is the secret of good sailing and successful fishing. We also must return safely to our Home Ports before the Stormy Season makes fishing and deliveries too dangerous to continue. May the Forces that be smile on our efforts! Includes: 17 x 20" board, rules for basic & advanced games, 5 fishing boats, 5 pawns, 5 gas, 1 warehouse, 12 fish markets, 12 store closed signs, 24 assorted fish, 6 sharks, 5 gas markers, 2 boat leaks, 4 good weathers, 4 storm gear, 24 storms, 22 assorted baits. © 2004 Our customers say: "A very clever game that will delight those just wanting to try something different, yet prove challenging to hardboiled gamers looking for a deep gaming experience." — Ottawa, Ontariothose games of mine that have a specific location and also those have a map for the game board.

There are three “geographical” themed titles:
Oasis - 1 to 8 players, Ages 9 to Adult Click for a larger image You are Camel Drivers, guiding Caravans from your Home Village through the Desert, gathering various Valuable Things to trade and sell when and if you reach The City. Along the way, watch for sudden Sandstorms that can eliminate you, and Thieves who can appear anywhere. Help each other look after all the Caravans. Discuss, plan strategies together, keep an eye out for one another. Travelling through the Desert requires care and alertness. Storms can move quickly, sometimes almost unpredictably. Be wary, fellow adventurers, for the Dangers are many, but the Rewards are oh so great! May Allah bless your journey a thousandfold! Includes: 13 x 17" board, special dice, sandstorm card and holder, caravan movers, desert caravan collector card, assortment of special cards including tents, thieves, valuables, guards, camels, food, water, jeeps. © 1999 Three games in one: Play this game as Oasis Jr. (ages 5-7), Oasis Classic (ages 7-12), and Master Oasis for ages 12 to adult. Our customers say: "Having three games in one is perfect for us. We'll get many years of play value, as the children grow into the extended versions." — New York, NY "A very challenging game containing unexpected, subtle strategies. It takes a truly collaborative effort to do well." — SwedenSOMEWHERE IN THE HONDURAS (12 TO ADULT)

Then there are the “map” themed titles which have a geographical basis to them, but are more general, not directed to a specific area such as the games mentioned above:
The Open Road - 2 to 8 players, Ages 12 to Adult Click for a larger image The Gypsy peoples come from the Sind region, now in Pakistan. When they came to Western Europe they were under the protection of the King of Hungary. This privileged situation did not last long, as amazement at their way of life commonly led to hostilities. It still leads to hostilities from people of their host nations. Europeans saw "private property" as sacrosanct, whereas gypsies did not have a word for "possess." This led to a continual problem of gypsies being regarded as "thieves" from the European view. In the game, we are Gypsies trying to earn as much Gold as we can, and bring it to the Big Gypsy Gathering. We need to finance the various Festivities of Weddings, Baptisms, Meetings, Feasts and Entertainment. This must be done before Border Checkpoints are closed, preventing us from travelling and earning our living. We have only two rounds of Events to accomplish our goal of raising money for the Gathering! Includes: 17" x 22" board, 4 movers and matching caravan cards, 26 coloured wagons, 24 trades, 24 gold payments for trades, 56 events, rules for regular and advanced games. © 2009ICE BREAKERS (9 TO ADULT)

Why Co-operative games for Home Schooling?

Games make learning fun. But competitive games pit learners against each other, so someone always ends up feeling bad, or left out.

Play as friends, not as enemies! Our games foster the spirit of co-operation. Players help each other climb a mountain, make a community, bring in the harvest, complete a space exploration… They are never against each other.

After all, the initial impulse to play a game is social; that is, we bring out a game because we want to do something together. How ironic then that in most games, we spend all our efforts trying to bankrupt someone, destroy their armies — in other words, to get rid of one another! We soon learn how to pick on the other person’s weaknesses in order to win the game.

In sharing and working together teacher and students foster a sense of community. When there are no winners and losers, aggressive behavior decreases and less time is wasted sorting out disputes.

Journal of Applied Behavior Analysis actually investigated the effects of competitive and cooperative games on aggressive and cooperative behaviors of 70 children (4 to 5 years old) from four classes in three preschools using some of our games including Max®, Harvest Time®, Granny’s House®, and Sleeping Grump® and some of our Cooperative Physical Activities).

The key conclusions of the study are that co-operative games produce less aggressive behaviors during and after play and, that as a result, they require less direct supervision by the teachers, it’s a win/win. It could be argued that they would pay for themselves in saved teacher work-hours.